Video compression makes it tough to see, but the Game View’s lighting per face of the mesh lags while the Scene View’s lighting is entirely smooth. Look at the bottom right triangle of the center hexagon in the video.
How do I fix this?
Hi, you mean lagging in time comparing to the editor window or has more discreet changes happening in right window ?
The scene view seems to be recalculating the lighting more times per second than the game view.
Try to check with editor view disabled or in build, does this also happen in those ?
Also do you do the updates in Update function without any timers ?
The build looks like the Game View. Minimizing the Scene View does nothing to change the Game View. All mesh movement is handled in a shader, nothing in a Monobehavior.
hm, maybe that is the issue, try to pass a constant time to the shader as input from c# side and see if helps, if replace the shader time
No dice. Performs the same when passing time with mat.SetFloat(“_MyTime”, Time.time);
i see, maybe can post the update code to check, as cant tell why may not work if the timer is not the issue
Normally the lighting should just update on every frame in all cases


First pic is the code for passing Time, second pic is where I use it in the shader.
I don’t think it has to do with Time not updating properly, but rather something to do with a renderer or some quirk with the Scene View.
I see, all look normal so is bit hard to understand
Is it same slow when you build the game ?
Yes
Is Vsync on in the quality settings ?
Vsync was on, but changing the setting doesn’t seem to affect the issue.
Indeed looks like a strange problem, since most obvious reasons seems not affect it, the only way could tell more is if had a tiny version of the project, like a base poly plane and the shader applied to check on my side.
When attempting to create a new project so that I could display the issue, I selected the template: 3D (URP). After importing my shader and mesh, it seems as though the problem has disappeared.
I have a feeling that there are settings automatically set in the template that were never set in my other project.
interesting ![]()
I wonder what those might be for sure